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Everything posted by DoctorDavinci
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My advice would be to first take a look at the part configs for all the stock bays as BDAc checks for if missiles are in cargo bays (selected in the SPH/VAB through a missiles right click menu) If you model your part configs after the stock cargo bay configs (look for what settings are common between them) you should be able to get those bays playing nicely with BDAc since it doesn't change how the stock cargo bays work (just hooks into the stock system)
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Even though you received an answer, might I suggest when inquiring about a mod that you take it to that mods thread
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@cratercracker I take it that you have to take a video or pictures of yourself at your computer playing KSP? And it also seems that your computer processing speed would be a factor as well ... Those with lower CPU power and low ram better drop their game settings if they have the unfortunate notion of attempting this challenge Oh, and don't forget about the quantity of Kerbals one might have on extra-Kerbin maneuvers ... not that a difference between 5 and 500 would make a difference Please take a look at the following thread which has been pointed out to you before ... follow it's teachings young padawan, for within its text you shall find many revelations
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DoctorDavinci replied to ferram4's topic in KSP1 Mod Releases
If you are unable to find the latest development build for FAR, then you should not be using it as it is a dev build and not for public consumption If you were to look through the thread a ways back and read you should be able to figure out how to get your hands on it ... if you are unable to do this then you shouldn't be using it as the intention is to have those who know how to provide proper bug reports and such be the ones who have access A development build is for those who know how to test and report in a concise manner, not just anyone who wishes to have access ... Hence the term 'Development Build" (Tester access only) -
Hi @toric5 The only BDAc addon that I know of that has space weapons is Future Weapons ... Unfortunately there are no space based missiles in it and I am unsure if there are any BDAc addons that do have them
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Gunfighters: The Ultimate Duel
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
If that were the case then you wouldn't be able to use the GAU-8 as it's a rotary cannon with more than 2 barrels, no? -
Perhaps there isn't much interest due to the amount of clones of the original Dakar challenge that have popped up since the idea was first posted to the forum Think about it, there was even a challenge posted that was almost a direct copy of the original within one day of it being posted with the additional faux-pas of the clone challenge creators trying to hijack the original thread to promote their own copy of the idea ... On top of that there must be 3 or 4 other rally racing challenges that have appeared in the past month of which only one was an original take on the idea (Munar Dakar)
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TBH I think you got your idea from all the discussions that started after the Kerbin Dakar Idea thread was posted back in December Why you gotta hate? ... It is obviously getting on the bandwagon with everyone else who has either tried hijacking or copying the original idea If anyone should be 'complaining' that their idea was 'stolen' it should be @Triop ... however, do you see him complaining about someone else making a clone of his challenge? It's a game ... remember that
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Currently there is only the two modes for guard mode targeting ... Missiles or all craft Feel free to open a feature request on Github ... We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Here's the link: https://github.com/PapaJoesSoup/BDArmory/issues
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So Jeb is on his way to rescue Val ... He thinks the rescue is part of the race 1hour, 49 minutes and 41 seconds to the Stage 2 flag
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https://github.com/PapaJoesSoup/BDMk22Plugin/releases
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Adjustable Landing Gear update?
DoctorDavinci replied to gilbr0ther's topic in KSP1 Mods Discussions
I gave up counting the inquiries into ALG ... Thanx for taking it on -
Gunfighters: The Ultimate Duel
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
"ni ... ni ... ni ... ni ..." Do you hear the clopping of coconuts in the distance? ..... .... It's an African Sparrow "get back here ... I'll bite your ankles off" -
Gunfighters: The Ultimate Duel
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
"But it looks like it'll fly ...." -
Gunfighters: The Ultimate Duel
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Trust me ... it won't help -
Gunfighters: The Ultimate Duel
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Well, if you were to read the rules of the challenge, you would see that 16 wings (8 wings per side) is not acceptable for an entry ... Might I suggest reading the thread to be sure you understand the rules of the challenge -
I did a long and insanely complex mission to Dres ... loved every minute of it I'll just leave this here .....
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Looks like I gotta go rescue Val now Here's what happened ........ (stage 3 got a little interesting for me ... Break dancing anyone?)
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Stage 1 Complete ... Time was 5 hours 56 minutes 7 seconds (05:56:07) That was a lot of fun
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It will also happen if your terrain detail is set different than from when the initial save was created
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mods suddenly incompatible!! help please!!
DoctorDavinci replied to nascarlaser1's topic in KSP1 Mods Discussions
Then putting it in your KSP folder is what it is saying, no? Seems quite obvious to me -
mods suddenly incompatible!! help please!!
DoctorDavinci replied to nascarlaser1's topic in KSP1 Mods Discussions
I don't know, never used it There should be directions on how to use it on the KSP website -
I have checked the save and it can work ... A couple of the flags appeared under the surface when I loaded them but it was easy to fix by loading each flag in succession and making a new save to start from It may be the case that each contestant will have to do this due to the procedural nature of the mun and its craters Anyways, I went to the tracking station and selected to fly the second flag (first one is at the KSC near the launchpad). Then, after the flag loaded and appeared on the surface, I opened the map view and switched to flag 3. After that one had loaded, I opened the map view and switched to flag 4 .... and so on and so on
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You really should switch that to a .zip